/*
 *  Copyright 2019-2020 Diligent Graphics LLC
 *  Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 *  
 *      http://www.apache.org/licenses/LICENSE-2.0
 *  
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the License is distributed on an "AS IS" BASIS,
 *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  See the License for the specific language governing permissions and
 *  limitations under the License.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#pragma once

#include <string>

#include "RenderDevice.h"

namespace Diligent
{

struct IEngineFactoryOpenGL;

class HLSL2GLSLConverterApp
{
public:
    HLSL2GLSLConverterApp();

    void PrintHelp();
    int  ParseCmdLine(int argc, char** argv);
    int  Convert(IRenderDevice* pDevice);

    const bool NeedsCompileShader() const
    {
        return m_CompileShader;
    }

    IEngineFactoryOpenGL* GetFactoryGL() const
    {
        return m_pFactoryGL;
    }

private:
    std::string m_InputPath;
    std::string m_OutputPath;
    std::string m_SearchDirectories;
    std::string m_EntryPoint = "main";
    SHADER_TYPE m_ShaderType = SHADER_TYPE_UNKNOWN;

    bool m_CompileShader         = false;
    bool m_IncludeGLSLDefintions = true;
    bool m_UseInOutLocations     = true;

    IEngineFactoryOpenGL* m_pFactoryGL = nullptr;
};

} // namespace Diligent